I've made a fortify speed spell, but there's a bit of an iss

Post » Sun Jun 17, 2012 4:51 pm

So I cast the spell and get the bonus, however, I the effect persists through its duration and beyond.
It only stops if I:
1. Open a menu
2. ready/stow my weapons or spells
3. Dash/Walk

Then it drops back to the normal pace. Any idea what setting I should alter in Skyedit (If there is one.) that will make it stop at the end of it's duration?
User avatar
Lucky Girl
 
Posts: 3486
Joined: Wed Jun 06, 2007 4:14 pm

Post » Sun Jun 17, 2012 2:36 pm

Can you give some details on the SPEL and the MGEF that you created/edited/duplicated?

-MM
User avatar
WTW
 
Posts: 3313
Joined: Wed May 30, 2007 7:48 pm

Post » Sun Jun 17, 2012 9:52 am

I have no clue. I made a fortify speed spell a week or so ago and it lasts 120 seconds exactly, then wears off.
User avatar
Rebekah Rebekah Nicole
 
Posts: 3477
Joined: Fri Oct 13, 2006 8:47 pm

Post » Sun Jun 17, 2012 9:03 pm

I have no clue. I made a fortify speed spell a week or so ago and it lasts 120 seconds exactly, then wears off.
Really? Would you be able to share it? (Don't worry about it if it's too much trouble.)
User avatar
Alex Vincent
 
Posts: 3514
Joined: Thu Jun 28, 2007 9:31 pm

Post » Sun Jun 17, 2012 2:02 pm

Here's how I set mine up - http://i.imgur.com/vjmuH.png
User avatar
No Name
 
Posts: 3456
Joined: Mon Dec 03, 2007 2:30 am

Post » Sun Jun 17, 2012 7:20 pm

I thought that was just one of the oddities of speedmult, while the effect actually ends at the appropriate time (actorvalue returns to 100), the game won't register that change if you keep the same walk mode active, probably because the game only uses that value when you do switch between different speeds (drawing weapon, walking, sneaking). Couldn't get passive abilities with conditionals to work without that glitch, which is too bad...
User avatar
Sarah Evason
 
Posts: 3507
Joined: Mon Nov 13, 2006 10:47 pm

Post » Sun Jun 17, 2012 11:38 am

Yeah, I set it up just like Omnom did his, but mine won't terminate if I stay in the same movement mode. Quite annoying. :(
User avatar
Richus Dude
 
Posts: 3381
Joined: Fri Jun 16, 2006 1:17 am

Post » Sun Jun 17, 2012 8:14 pm

Can you test this - http://www.mediafire.com/?yah0c0j2fvtbe2e - and tell me if it stops properly for you when you're auto-moving? It does for me.
User avatar
Daniel Brown
 
Posts: 3463
Joined: Fri May 04, 2007 11:21 am

Post » Sun Jun 17, 2012 9:27 pm

I tested it, but it still doesn't work. I'm going to disable all my other mods and give it ago. Just in case there's some kind of conflict.
User avatar
Naughty not Nice
 
Posts: 3527
Joined: Sat Nov 04, 2006 6:14 am

Post » Mon Jun 18, 2012 1:13 am

Tested it, too. Unfortunately, same problem.
User avatar
Talitha Kukk
 
Posts: 3477
Joined: Sun Oct 08, 2006 1:14 am

Post » Sun Jun 17, 2012 2:04 pm

Tested it, too. Unfortunately, same problem.
Do you use Script Dragon or SKSE?
User avatar
Setal Vara
 
Posts: 3390
Joined: Thu Nov 16, 2006 1:24 pm

Post » Mon Jun 18, 2012 1:05 am

No to both for the purpose of the test :)
User avatar
Natalie Taylor
 
Posts: 3301
Joined: Mon Sep 11, 2006 7:54 pm

Post » Sun Jun 17, 2012 1:18 pm

Narrowed it down to AutoPerkStatsLevel - that's what's stopping my spell when the timer runs out. Without it, I run around like a maniac as well.
Edit - Because APSL updates itself in background every x amount of milliseconds [in regards to speed/jump height/etc], this is why the spell works properly.
User avatar
Mario Alcantar
 
Posts: 3416
Joined: Sat Aug 18, 2007 8:26 am

Post » Mon Jun 18, 2012 1:11 am

I've noticed that when using mods that change speeds (particularly movement speed) that the effect doesn't trigger until I sprint, crouch or ready/sheath my weapon. The effect seems to not be read until an ingame affect that changes your movement speed is triggered. I don't run AutoPerkStatsLevel, but the compaint was from the creator of XSO (Xodarap777).

Not 100% sure of the cause, but that's some info you can use right there.
User avatar
Flutterby
 
Posts: 3379
Joined: Mon Sep 25, 2006 11:28 am

Post » Mon Jun 18, 2012 12:06 am

I've noticed that when using mods that change speeds (particularly movement speed) that the effect doesn't trigger until I sprint, crouch or ready/sheath my weapon. The effect seems to not be read until an ingame affect that changes your movement speed is triggered. I don't run AutoPerkStatsLevel, but the compaint was from the creator of XSO (Xodarap777).

Not 100% sure of the cause, but that's some info you can use right there.

The same happens when you get hit by or use frost spells, which is a bug. So I hope that Bethesda fixes this. Some enemies never return to normal speed once they got hit as long as you keep your distance, for the player it can be 'fixed' by pressing a mouse button, but it's still annoying - in the middle of combat I often think I have toggled to walk mode, so I try to switch to run mode only to be even slower.
User avatar
matt white
 
Posts: 3444
Joined: Fri Jul 27, 2007 2:43 pm

Post » Sun Jun 17, 2012 1:13 pm

Omnom has determined that using http://www.skyrimnexus.com/downloads/file.php?id=3198 makes it work as intended. Why is this so, I don't know. :shrug:
User avatar
Donald Richards
 
Posts: 3378
Joined: Sat Jun 30, 2007 3:59 am

Post » Sun Jun 17, 2012 1:34 pm

I guess autoperkstatslevel would only do this for the player, though. Having a script running in the background doing this for all actors might be a bit overkill, probably better to attach a specific script to each slow & haste effect which would force an update for the speedmult value at spell start and end. Now where is that CK? ;)
User avatar
Mandi Norton
 
Posts: 3451
Joined: Tue Jan 30, 2007 2:43 pm

Post » Sun Jun 17, 2012 11:49 pm

Anyone know how Auto Perk Stats Level is forcing the reevaluation of run speed? For Fallout it was done by damaging a limb, but Skyrim lacks locational damage/crippling, so APSL must be doing something else. It'd be great if there were a simple script command to trigger it.
User avatar
kat no x
 
Posts: 3247
Joined: Mon Apr 16, 2007 5:39 pm

Post » Sun Jun 17, 2012 12:40 pm

It seems to update every quarter of a second. That's what I think is doing it.
User avatar
Bitter End
 
Posts: 3418
Joined: Fri Sep 08, 2006 11:40 am

Post » Sun Jun 17, 2012 5:22 pm

It seems to update every quarter of a second. That's what I think is doing it.

The script has to be doing something to force the reevaluations. In Fallout, you'd damage the character's leg health by a couple of points via script, and that would force a reevaluation of run speed (because leg damage could potentially lead to crippling, which would lead to a different run speed.) I'm guessing that since Skyrim lacks a crippling mechanic, that trick no longer works (but who knows, maybe it was left in, the limb condition actor values are still in there.)
User avatar
neen
 
Posts: 3517
Joined: Sun Nov 26, 2006 1:19 pm

Post » Sun Jun 17, 2012 11:12 pm

Hmm, I'd love to know how/why it works. :)
User avatar
Amy Melissa
 
Posts: 3390
Joined: Fri Jun 23, 2006 2:35 pm

Post » Sun Jun 17, 2012 10:36 am

I just tried the leg damage trick via console, and it didn't work, though I can't remember if the leg damage had to be applied in gamemode (changes made via console are applied in menumode.)
User avatar
Laura Richards
 
Posts: 3468
Joined: Mon Aug 28, 2006 4:42 am

Post » Sun Jun 17, 2012 10:14 am

I'm almost positive it's because he has the script constantly checking and updating one of the hardcoded f... settings. If you run it and check the console, fjumpheight is always being updated, whether you are walking/running/sprinting, and I imagine the same is being done for the speed multi.
User avatar
Steven Nicholson
 
Posts: 3468
Joined: Mon Jun 18, 2007 1:24 pm

Post » Sun Jun 17, 2012 2:36 pm

I posted a question about this in the APSL thread, here's DefiniteIntegral's response (reposting it here to keep the info with this thread.)



If you are wondering how to have dynamic speedmult with ScriptDragon specifically, this mod just executes the following code every 250ms (on default settings):

float carryWeight = Actor::GetBaseActorValue(player, "carryweight");
Actor::SetActorValue(player, "carryweight", carryWeight+1);
Actor::SetActorValue(player, "carryweight", carryWeight);

I believe this probably works because changing carryweight causes re-evaluation of speed, due to the fact that if the player becomes over encumbered then the speed penalty needs to be applied.

I hope this helps.

So you might try creating a compound effect that changes speedmult while also temporarily altering carryweight (so, in addition to boosting speedmult for whatever duration you're looking for, you'd also boost carryweight by 1 point for 1 second.)
User avatar
Krista Belle Davis
 
Posts: 3405
Joined: Tue Aug 22, 2006 3:00 am

Post » Sun Jun 17, 2012 10:39 am

In another thread I saw that adjusting carry weight forces a speed check.
User avatar
tiffany Royal
 
Posts: 3340
Joined: Mon Dec 25, 2006 1:48 pm

Next

Return to V - Skyrim